Game control method and recording medium

ABSTRACT

A method of controlling a fighting game is provided by a controller of a game terminal including the controller and a touch screen panel. The controller receives a selection of any one from among a plurality of avatars through the touch screen panel, receives, from a game management server, information on an avatar technique set including a plurality of technique that is set by other player corresponding to the selected avatar, and starts a match-up between a character corresponding to a player of the game terminal and the selected avatar. The controller repeatedly performs a process including selecting any one technique from among the plurality of techniques included in the avatar technique set and actuating the selected technique on the character.

BACKGROUND

(a) Field

The present invention generally relates to a game control method and arecording medium.

(b) Description of the Related Art

Recently, game applications for terminals that use a touch screen panelas an input device are provided. Smart phones or tablets are examples ofthese terminals. The terminals access an application store, and downloadthe game application from the application store. The terminals installthe game application and execute the game application to perform a gameof the game application.

A fighting game is a video game where the player controls an on-screencharacter and engages in close fight with an opponent character. Aplayer of the fighting game can use techniques such as attacking,blocking, counter-attacking, and chaining together sequences of attacks.A conventional fighting game allows the player to execute varioustechniques by performing specific button combinations. However, it isdifficult for the player to use the specific button combinations in theterminal using the touch screen panel.

SUMMARY

An aspect of the present invention provides a game control method and arecording medium for operating a fighting game in a game terminal havinga touch screen panel.

According to an aspect of the present invention, a method of controllinga fighting game is provided by a controller of a game terminal includingthe controller and a touch screen panel. The method includes receiving aselection of any one from among a plurality of avatars through the touchscreen panel, the plurality of avatars corresponding to a plurality ofother players, receiving, from a game management server, information onan avatar technique set including a plurality of technique that is setby other player corresponding to the selected avatar, and starting amatch-up between a character corresponding to a player of the gameterminal and the selected avatar. The method further includes repeatedlyperforming a process including selecting any one technique from amongthe plurality of techniques included in the avatar technique set andactuating the selected technique on the character.

When selecting any one technique, the controller may randomly select anyone technique based on selection probabilities that are assigned to theplurality of techniques respectively.

The process may further include determining whether the actuatedtechnique succeeds, and reducing stamina of the character correspondingto the player when the actuated technique succeeds.

Each of the plurality of techniques may have a power for determining areducing amount of the stamina. In this case, when selecting any onetechnique, the controller may randomly select any one technique based onselection probabilities corresponding to the plurality of techniques.Further, a selection probability of a first technique having a firstpower may be higher than a selection probability of a second techniquehaving a second power higher than the first power when a remainingamount of the stamina is less than a predetermined amount, and aselection probability of the first technique may be lower than aselection probability of the second technique when the remaining amountof the stamina is greater than the predetermined amount.

Each of the plurality of techniques may have a hit distance and anaction initiate time. The process may further include determining thatthe actuated technique succeeds if a distance between the character andthe avatar is within the hit distance when the action initiate time islapsed from a time when the selected technique is actuated.

The method may further include reducing stamina with lapse of time, andending the match-up when the stamina reaches zero. The plurality oftechniques may correspond to a plurality of remaining amounts of thestamina. When selecting any one technique, the controller may select atechnique corresponding to a remaining amount of the stamina from amongthe plurality of techniques.

The method may further include providing a result of the match-up to thegame management server.

The method may further include receiving information on a technique setincluding a plurality of techniques through the touch screen panel, andstarting a match-up between the character and a second character. Themethod may further include repeatedly performing a second processincluding receiving a touch on a predetermined area of the touch screenpanel, selecting any one technique from among the plurality oftechniques included in the technique set in response to the touch, andactuating the selected technique on the second character.

The plurality of techniques may be arranged in sequence in the techniqueset, and the plurality of techniques included in the technique set maybe selected in sequence when any one technique is selected from amongthe plurality of techniques in the technique set.

The method may further include receiving a selection of a mission to beaccomplished in the match-up between the character and the secondcharacter, and providing the player with a profit when the selectedmission is accomplished.

The method selected mission may include a predetermined number ofcombos. The second process may further include determining whether theactuated technique succeeds, determining whether the actuated techniqueis continuous to a previous successful technique when the actuatedtechnique succeeds, and incrementing a number of combos by one when theactuated technique is continuous to the previous successful technique.The method may further include determining that the selected mission isaccomplished when the number of combos is equal to or greater than thepredetermined number when the match-up between the character and thesecond character ends.

According to yet another aspect of the present invention, a method ofcontrolling a fighting game is provided by a game management server. Themethod includes receiving, from each of a plurality of other players,information on an avatar corresponding to each of a plurality of otherplayers, receiving a selection of any one from among a plurality ofavatars corresponding to the plurality of other players from a gameterminal, and transmitting, to the game terminal, information to anavatar technique set including a plurality of technique that is set byother player corresponding to the selected avatar. When a match-upbetween a character corresponding to a player of the game terminal andthe selected avatar is started, an operation in which any one techniqueselected from among the plurality of techniques included in the avatartechnique set and is actuated on the character is repeated.

Any one technique may be randomly selected based on selectionprobabilities that are assigned to the plurality of techniquesrespectively.

Stamina of the character corresponding to the player may be reduced whenthe actuated technique succeeds.

Each of the plurality of techniques may have a power for determining areducing amount of the stamina. Any one technique may be randomlyselected based on selection probabilities corresponding to the pluralityof techniques. Further, a selection probability of a first techniquehaving a first power may be higher than a selection probability of asecond technique having a second power higher than the first power whena remaining amount of the stamina is less than a predetermined amount,and a selection probability of the first technique may be lower than aselection probability of the second technique when the remaining amountof the stamina is greater than the predetermined amount.

Each of the plurality of techniques may have a hit distance and anaction initiate time. The actuated technique may succeed if a distancebetween the character and the avatar is within the hit distance when theaction initiate time is lapsed from a time when the selected techniqueis actuated.

Stamina may be reduced with lapse of time and the match-up ends when thestamina reaches zero. The plurality of techniques may correspond to aplurality of remaining amounts of the stamina, and any one techniquecorresponding to a remaining amount of the stamina may be selected fromamong the plurality of techniques.

The method may further include providing the selected avatar with anexperience according to a result of the match-up.

According to yet another aspect of the present invention, a computerreadable recording medium having recorded thereon a program executableby a computer for performing the above-described may be provided.

BRIEF DESCRIPTION OF THE DRAWINGS

FIG. 1 is a flowchart of a game control method according to anembodiment of the present invention.

FIG. 2 is a flowchart of a game control method according to anotherembodiment of the present invention

FIG. 3 is a schematic diagram showing a game system according to anembodiment of the present invention.

FIG. 4 is a schematic diagram showing a game management server and agame terminal according to an embodiment of the present invention.

FIG. 5 is a flowchart of an access process according to an embodiment ofthe present invention.

FIG. 6 is a flowchart of a gaming process according to an embodiment ofthe present invention.

FIG. 7 shows an example of a main menu displayed when a gaming processshown in FIG. 6 is executed.

FIG. 8 is a flowchart of a technique setting process of a gaming processaccording to an embodiment of the present invention.

FIG. 9 shows an example of a technique setting screen displayed when atechnique setting process shown in FIG. 8 is executed.

FIG. 10 shows an example of a technique setting operation in a techniquesetting screen of FIG. 9.

FIG. 11 is a flowchart of a match-up process of a gaming processaccording to an embodiment of the present invention.

FIG. 12 shows an example of a submenu displayed when a match-up processshown in FIG. 11 is executed.

FIG. 13 shows an example of a sub-item in a submenu shown in FIG. 12.

FIG. 14 shows an example of a mission used in a game control methodaccording to an embodiment of the present invention.

FIG. 15 shows an example of a match-up screen.

FIG. 16 shows an example of a player operation in a match-up screenshown in FIG. 15.

FIG. 17 is a flowchart of a gaming process according to anotherembodiment of the present invention.

FIG. 18 is a flowchart of an avatar setting process of a gaming processaccording to another embodiment of the present invention.

FIG. 19 shows an example of an avatar setting screen displayed when anavatar setting process shown in FIG. 18 is executed.

FIG. 20 shows an example of an avatar setting operation in an avatarsetting screen shown in FIG. 19.

FIG. 21 is a flowchart of an avatar setting process of a gaming processaccording to yet another embodiment of the present invention.

FIG. 22 shows an example of an avatar setting screen displayed when anavatar setting process shown in FIG. 21 is executed.

FIG. 23 shows a flowchart of a player-to-player match-up process of agaming process according to another embodiment of the present invention.

FIG. 24 shows an example of a submenu displayed when a player-to-playermatch-up process shown in FIG. 23 is executed.

FIG. 25 shows an example of a player-to-player match-up screen.

FIG. 26 is a flowchart of an avatar setting process of a gaming processaccording to yet another embodiment of the present invention.

FIG. 27 shows an example of an avatar setting screen displayed when anavatar setting process shown in FIG. 26 is executed.

FIG. 28 shows an example of a player-to-player match-up screen accordingto yet another embodiment of the present invention.

FIG. 29 shows a flowchart of a player-to-player match-up process of agaming process according to yet another embodiment of the presentinvention.

FIG. 30 is a flowchart of a technique select process according to anembodiment of the present invention.

FIG. 31 shows an example of a technique selection table.

FIG. 32 shows an attribute of a technique used in a game control methodaccording to an embodiment of the present invention.

FIG. 33 is a flowchart an effective technique determination processaccording to an embodiment of the present invention.

FIG. 34A, FIG. 34B and FIG. 34C show examples of techniques.

DETAILED DESCRIPTION

In the following detailed description, only certain embodiments of thepresent invention have been shown and described, simply by way ofillustration. As those skilled in the art would realize, the describedembodiments may be modified in various different ways, all withoutdeparting from the spirit or scope of the present invention.Accordingly, the drawings and description are to be regarded asillustrative in nature and not restrictive. Like reference numeralsdesignate like elements throughout the specification.

A game control method and a recording medium according to embodiments ofthe present invention are described in detail with reference to theaccompanying drawings.

Overall Game Control Method

A game control method according to embodiments of the present inventionis described with reference to FIG. 1 and FIG. 2.

FIG. 1 and FIG. 2 are flowcharts of a game control method according toembodiments of the present invention.

Avatar Operation

A player-to-player match-up process in which a character correspondingto a player of a game terminal fights an avatar corresponding to otherplayer is executed in the game terminal. FIG. 1 describes an avataroperation of the player-to-player match-up process.

Referring to FIG. 1, the game terminal receives a selection of any onefrom among a plurality of avatars through a touch screen panel of thegame terminal (S110). In this case, the plurality of avatars correspondto a plurality of other players, respectively. Next, the game terminalreceives, from a game management server, an avatar technique setincluding a plurality of technique that is set by other playercorresponding to the selected avatar (S120). Subsequently, the gameterminal starts a player-to-player match-up between the charactercorresponding to the player of the game terminal and the selected avatar(S130).

When starting the player-to-player match-up, the game terminal selectsany one technique from among the plurality of techniques included in theavatar technique set (S140), and actuates the selected technique on thecharacter corresponding to the player (S150). Further, the game terminalrepeatedly performs a process including selecting selects any onetechnique from among the plurality of techniques and actuating theselected technique (S140, S150), until the player-to-player match-upends (S160). Accordingly, the avatar corresponding to the other playercan fight the character corresponding to the player if the other playerset the avatar technique set including the plurality of technique to beused in the player-to-player match-up even though the other player doesnot control the avatar.

In some embodiments, when selecting any one technique from among theplurality of techniques included in the avatar technique set, the gameterminal may randomly select any one technique based on selectionprobabilities that are assigned to the plurality of techniquesrespectively. Further, stamina of the character corresponding to theplayer may be reduced when the actuated technique of the avatarsucceeds.

In some embodiments, the plurality of techniques may correspond to aplurality of remaining amounts of stamina. In this case, selecting anyone technique including selecting any one technique corresponding to aremaining amount of the stamina from among the plurality of techniques.Further, stamina may be reduced with the lapse of time.

In some embodiments, the game management server may select any onetechnique from among the plurality of techniques included in the avatartechnique set. In this case, the game management server may provideinformation on the selected technique to the game terminal.

Player Operation

A match-up process in which a character corresponding to a player of agame terminal fights an opponent character controlled by a controller ofthe game terminal FIG. 2 describes a player operation of the match-upprocess or the player-to-player match-up process.

Referring to FIG. 2, the game terminal receives a technique setincluding a plurality of techniques through a touch screen panel of thegame terminal (S210). Next, the game terminal starts a match-up betweenthe character corresponding to the player of the game terminal and anopponent character (S220). The opponent character may be a charactercontrolled by a controller of the game terminal or an avatar of otherplayer.

When starting the player-to-player match-up, the game terminal receivesa touch on a predetermined area of the touch screen panel (S230). Thegame terminal selects any one technique from among the plurality oftechniques included in the technique set in response to the touch(S240), and actuates the selected technique on the opponent character(S250). Further, the game terminal repeatedly performs a processincluding receiving a touch on the predetermined area of the touchscreen panel, selecting any one technique from among the plurality oftechniques in response to the touch, and actuating the selectedtechnique (S230, S240, S250), until the match-up ends (S260).Accordingly, the player can fight the opponent character by usingvarious techniques only by touching the predetermined area, for examplean action button, of the touch screen panel.

In some embodiments, the plurality of techniques may be arranged insequence in the technique set. The plurality of techniques may beselected in sequence when any one technique is selected from among theplurality of techniques.

Overall Configuration of Game System

A game system according to embodiments of the present invention isdescribed in detail with reference to FIG. 3 and FIG. 4.

FIG. 3 is a schematic diagram showing a game system according to anembodiment of the present invention, and FIG. 4 is a schematic diagramshowing a game management server and a game terminal according to anembodiment of the present invention.

Referring to FIG. 3, a game system includes a game management server 10and a plurality of game terminals 20 connected to the game managementserver 10 via a network 30.

The game management server 10 manages games which are executed on theplurality of game terminals 20 and information on players of the gameterminals 20.

The game terminal 20 executes a game, for example a fighting game, andmay be a terminal having a touch panel, for example a smart phone or atablet. The game terminal 20 can download and install a gameapplication, and execute the game application to operate a game. Thegame application may be provided through an application store that is atype of digital distribution platform for application software.

Referring to FIG. 4, a game terminal 20 includes a controller 21, aninternal memory 22, a storage device 23, a display unit 24, a touchscreen panel 25, and a communication module 26. The internal memory 22may include a read only memory (ROM) and a random access memory (RAM).

The controller 21 may be a central processing unit (CPU). The controller21 loads applications including a game application stored in the storagedevice 23 into the internal memory 22, particularly the RAM, andexecutes the loaded applications. Further, the controller 21 controlsthe display unit 24 to display images from the loaded application, andcontrols the communication module 26 to communicate a game managementserver 10. The internal memory 22, particularly the ROM, stores aprogram to be executed by the controller 21 such as BIOS, along withanother data to be maintained permanently. The internal memory 22,particularly the RAM stores data and programs or applications which areused during the operation of the controller 21, and further stores datasuch as tables used for operating the game application. Thecommunication module 26 facilitates data communication of the controller21 with an external controller of, for example, the game managementserver 10 through a communication channel.

The display unit 24 displays images that output from the executedapplications. The touch screen panel 25 operates an input device, anddetects a position touched by a player to provide the controller 21 witha position sense signal corresponding to the detected position. Thecontroller 21 receives the position sense signal to detect an input. Thedisplay unit 24 and the touch screen panel 25 may be provided as adisplay device.

The game management server 10 includes a controller 11, an internalmemory 12, a storage device 13, a display unit 14, and a communicationmodule 15. The internal memory 12 may include a ROM and a RAM.

The controller 11 may be a CPU. The controller 11 loads programsincluding a game management program stored in the storage device 13 intothe internal memory 12, particularly the RAM, and executes the loadedgame management program. Further, the controller 11 controls the displayunit 14 to display images from the loaded program, and controls thecommunication module 15 to communicate a plurality of game terminals 20.The internal memory 12, particularly the ROM, stores a program to beexecuted by the controller 11 such as BIOS, along with another data tobe maintained permanently. The internal memory 12, particularly the RAMstores data and programs which are used during the operation of thecontroller 11, and further stores data used for operating the gamemanagement program and data used for authenticating the game terminal20. The communication module 15 facilitates data communication of thecontroller 11 with the controller 21 of each of the plurality of gameterminals 10 through a communication channel.

The storage unit 13 stores the game management program and otherprograms for authenticating and managing the games of the game terminals20. Further, the storage unit 13 stores information on each of the gameterminals 20, information on each of players using the game terminals20, and information related to the game executed in each of the gameterminals 20. The storage unit 13 may operate as a database. The displayunit 14 displays images that output from the executed programs.

Gaming Operations

Hereinafter, gaming operations according to embodiments of the presentinvention are described in detail with reference to FIG. 5 to FIG. 34C.

Example of Access Process

FIG. 5 is a flowchart of an access process according to an embodiment ofthe present invention.

Referring to FIG. 5, a game terminal executes a game application andaccesses a game management server (S510). In this case, the gameterminal may receive identification information of a player through aninput device, and transmit the identification information to the gamemanagement server to request an access. The input device may include atouch screen, and the player may input the identification information onthe touch screen. The game management server, upon receiving the accessrequest from the game terminal, authenticates the player (S520). Whensucceeding in authenticating the player (S530: Yes), the game terminaland the game management server performs a gaming process (S540).

When the game terminal receives a game termination input from the playerthrough the input device (S550: Yes), the game terminal transmits a gametermination signal to the game management server (S555). Then, the gameterminal and the game management server terminates the gaming process(S560). The input device may include a touch screen, and the player maytouch an area for indicating a game termination, a logout, or a logoffon the touch screen. The game terminal and the game management serverdisconnect the connection between the game terminal and the gamemanagement server (S570), and store a game history of the player (S580).

Example of Gaming Process for Match-up

FIG. 6 is a flowchart of a gaming process according to an embodiment ofthe present invention, and FIG. 7 shows an example of a main menudisplayed when a gaming process of FIG. 6 is executed.

Referring to FIG. 6, when the gaming process is executed, a controllerof the game terminal displays a main menu on a display device of thegame terminal (S610). As shown in FIG. 7, the main menu includes aplurality of items to be selected by the player. The plurality of itemsincludes a match-up item 710 for fighting a character controlled by thecontroller, a training item 720 for training character of the player,and a technique setting item 730 for setting a sequence of techniques.The training item 720 provides a screen for training the character ofthe player, and the player can increase his or her experience throughtraining.

The plurality of items may further a technique development item 740, acostume item 750, a shopping item 760, and a team item 770. Thetechnique development item 740 may provide a screen for allowing theplayer to develop a technique, and the costume item 750 may provide ascreen for allowing the player to change a costume. The shopping item760 may provide a screen for allowing the player to buy credits ortechniques, and the team item 770 may provide a screen for allowing theplayer to interact with members of the same team.

When the player selects the technique setting item 730 using an inputdevice (S620), the controller executes a technique setting process(S630). The input device may include a touch screen, and the player maytouch a desired item on the touch screen to select the time.

Example of Technique Setting Process

FIG. 8 is a flowchart of a technique setting process of a gaming processaccording to an embodiment of the present invention, FIG. 9 shows anexample of a technique setting screen displayed when a technique settingprocess of FIG. 8 is executed, and FIG. 10 shows a an example of atechnique setting operation in a technique setting screen of FIG. 9.

Referring to FIG. 8, in the technique setting process, the controllerdisplays a technique setting screen on the display device (S810).Referring to FIG. 9, the technique setting screen includes an availabletechnique area 910 and a technique set area 920. The available techniquearea 910 includes a plurality of technique icons corresponding to aplurality of techniques that can be used by the player. The techniqueset area 910 includes a sequence of technique icons that are selectedfrom the available technique area 910 by the player. For example, theplurality of techniques may include attacking techniques, a blockingtechnique and/or a throwing technique. The attacking techniques mayinclude various first attacks, elbow attacks, body attacks, shoulderattacks, grappling attacks, leg attacks, and/or head attacks.

Next, the controller receives a selection of a technique icon to be setand a sequence position of the selected technique icon in the techniqueset area 920 by the input device (S820). As shown in FIG. 10, the playermay touch and drag the technique icon 930 to be selected from theavailable technique area 910, and drop the selected technique icon 930on the sequence position 940 to be selected in the technique set area920. The sequence position may be the beginning of the techniquesequence, the end of the technique sequence, or a position between twoadjacent techniques in the technique sequence. Next, the controllerdetermines whether the setting of the technique sequence is completed(S830). When the setting of the technique sequence is not completed(S830: No), the controller receives other technique icon and a sequenceposition of the other technique icon by the input device (S820). Whenthe setting of the technique sequence is completed (S830: Yes), thecontroller stores the technique sequence that has been set (S840). Thesetting of technique sequence may be completed by touch of a returnbutton on the technique set screen. Further, the controller may transmitinformation on the technique sequence to the game management server(S850). The game management server may store information on thetechnique sequence for the player. As a result, the technique sequenceincludes a plurality of techniques that are sequentially arranged.

In a certain embodiment, plural types of technique sequences may be set.The player may select any one of the plural types of technique sequenceswhen performing a match-up.

Example of Match-up Process

FIG. 11 is a flowchart of a match-up process of a gaming processaccording to an embodiment of the present invention, FIG. 12 shows anexample of a submenu displayed when a match-up process shown in FIG. 11is executed, FIG. 13 shows an example of a sub-item in a submenu shownin FIG. 12, FIG. 14 shows an example of a mission, FIG. 15 shows anexample of a match-up screen, and FIG. 16 shows an example of a playeroperation in a match-up screen shown in FIG. 15.

Referring to FIG. 6 again, when the match-up item 710 is selected by theinput device (S640), the controller executes a match-up process (S650).Referring to FIG. 11, in the match-up process, the controller displays asubmenu for selecting an opponent character on the display device(S1110). As shown in FIG. 12, the submenu may list a plurality ofsub-items that correspond to a plurality of countries or cities,respectively. As shown in FIG. 13, the sub-item may include at least onemission item. The mission item may include a credit value required toperform a mission provided in the mission item and a profit providedwhen the mission is cleared. The profit may include a credit valueprovided in the mission, an increase of a player experience, and/or atechnique provided in the mission. When a certain mission item isselected, the player fights an opponent character provided in themission item.

When the mission item is selected by the input device (S1115), thecontroller displays a mission of the mission item on the display deviceas shown in FIG. 14 and reduces the credits of the user by the creditvalue required in the mission item (S1120). In this case, the controllermay transmit the reduced credits to the game management server, and thegame management server may update the credits of the user according tothe reduced credits. The mission may include the number of attackcombinations (hereinafter referred to as “combos”) that should beaccomplished. The combos are a term that designates a set of actionsperformed in sequence, with timing limitations, that yield a decrease ofstamina of the opponent character. Next, the controller displays amatch-up screen on the display device as shown in FIG. 15 and starts thematch-up (S1130). The match-up screen includes an action button 1510 anda stamina meter 1520. The stamina meter 1520 indicates a remainingamount of stamina. The match-up screen may further include a pluralityof technique buttons 1530 corresponding to a plurality of techniques.The match-up screen may further include the number of combos to beaccomplished (1540). Further, the match-up screen displays the character1550 corresponding to the player and the opponent character 1560controlled by the controller.

Next, the controller receives an action from the player by using theinput device (S1140). The player may input the action by touching theaction button 1510 on the display device as shown in FIG. 16. Each timethe action button 1510 is touched, the plurality of techniques aresequentially performed in the order of the sequence of techniques set inthe technique set area 920. For example, it is assumed that thetechnique sequence is a sequence of a straight, a body jab, an uppercut,a left middle kick, and an elbow. The first touch of the action button1510 allows a character of the user to use the right high kick on theopponent character, the second touch of the action button 1510 allowsthe character to use the body jab on the opponent character, the thirdtouch of the action button 1510 allows the character to use the uppercuton the opponent character, the fourth touch of the action button 1510allows the character to use the left middle kick on the opponentcharacter, and the fifth touch of the action button 1510 allows thecharacter to use the elbow on the opponent character. If all of thetechniques of the sequences, the technique is performed again from thebeginning of the sequence. That is, the sixth touch of the action button1510 allows the character to use the right high kick. Instead oftouching the action button 1510, the use may directly touch thetechnique button 1530 corresponding to a desired technique.

Next, the controller determines whether the attack according to thetechnique used by the player succeeds (S1150). In this case, an actionof the opponent character is performed by the controller according to apredetermined rule. That is, the opponent character may block the attackfrom the user, may counter-attack the user on the attack from the user,or may attack the user. When the attack from the user succeeds (S1150:Yes), the controller determines whether the successful attack iscontinuous to a previous successful attack (S1152). When the successfulattack is continuous (S1152: Yes), the controller increments the numberof combos by one (S1154). The controller displays on the display devicea combo meter 1540 representing the number of combos that are succeeded(S1156). When the continuous attack fails (S1152: No), the controllerdoes not increment the number of combos.

Next, the controller determines whether the remaining amount of thestamina meter 520 reaches zero (S1160). The stamina of the stamina meter1520 may decrease with the lapse of time. Alternatively, the stamina maydecrease each time the attack from the player succeeds. When the staminaof the stamina meter 1520 remains (S1160: No), the controller receivesthe action from the player again (S1140). When the stamina of thestamina meter 1520 reaches zero (S1160: Yes), the controller determineswhether the mission is accomplished (S1170). That is, the controllerdetermines whether the number of combos that are succeeded is equal toor greater than the number of combos required in the mission (S1170).When the mission is accomplished, that is, the number of combos that aresucceeded is equal to or greater than the number of combos required inthe mission (S1170: Yes), the controller provides the player with theprofit of the mission (S1175). According to the profit, the controllerupdates information of the player (S1180), and ends the match-up. Theinformation may include the player experience, the credits of theplayer, and/or the available technique of the player. That is, accordingto the profit, the player experience and/or the credits of the playermay be increased, and/or the player may obtain a new technique providedin the mission. In this case, the controller may transmit the updatedinformation to the game management server (S1180), and the gamemanagement server may update the information of the player according tothe updated information. When the mission is not accomplished (S1170:No), the controller ends the match-up without providing the profit andupdate the information of the player. Even though the mission is notaccomplished, the player experience may be increased. When the playerexperience increases to a predetermined value, a level of the player maybe incremented by one.

Example of Gaming Process for Player-to-Player Match-up

FIG. 17 is a flowchart of a gaming process according to anotherembodiment of the present invention.

Referring to FIG. 17, when the gaming process is executed, a controllerof the game terminal displays a main menu on a display device of thegame terminal (S1710). The main menu includes a plurality of items to beselected by the user. The plurality of items include a player-to-playermatch-up item for fighting a character of the other player as well as atechnique setting item and a match-up item. That is, a game applicationin an embodiment shown in FIG. 17 supports an option for fighting theother player. Further, the game application provides an avatarcorresponding to the player for the user match-up. Accordingly, theplurality of items further include an avatar setting item. The pluralityof items may further include a training item for training character ofthe user. Operations when the technique setting item and the match-upitem are selected may be substantially the same as the operations (S620,S630, S640, and S650) described with reference FIG. 6 to FIG. 16.

When the player selects the avatar setting item using an input device(S1760), the controller executes an avatar setting process (S1770). Anavatar corresponds to the player, and the avatar can be identified by anidentifier (ID) of the player.

Example of Avatar Setting Process

FIG. 18 is a flowchart of an avatar setting process of a gaming processaccording to another embodiment of the present invention, FIG. 19 showsan example of an avatar setting screen displayed when a avatar settingprocess shown in FIG. 18 is executed, and FIG. 20 shows an example of anavatar setting operation in an avatar setting screen shown in FIG. 19.

Referring to FIG. 18, in the avatar setting process, the controllerdisplays an avatar set screen on the display device (S1810). Referringto FIG. 19, the avatar setting screen includes an available techniquearea 1910 and a technique set area 1920. The available technique area1910 includes a plurality of technique icons corresponding to aplurality of techniques that can be used by the player. The techniqueset area 1920 includes a stamina bar 1922 indicating a gauge of stamina.

Next, the controller receives a technique icon selected by the playerand a position of the selected technique icon at the stamina bar 1922 bythe input device (S1820). As shown in FIG. 19 and FIG. 20, the user maytouch and drag the technique icon from the available technique area1910, and drop the dragged technique icon on a certain position of thestamina bar 1922. In this case, when the stamina of the opponent playeris reduced to reach a certain position of the stamina bar, a techniquecorresponding to the technique icon dropped on the certain position isactuated. That is, a technique corresponding to remaining amount of thestamina is actuated according to the remaining amount of the stamina.

Next, the controller determines whether setting techniques of an avataris completed (S1830). When setting the techniques of the avatar is notcompleted (S1830: No), the controller receives other technique icon anda position of the other technique icon by the input device (S1820). Whensetting of the avatar technique set is completed (S1830: Yes), thecontroller stores the avatar technique set that has been set (S1840).Setting of the avatar technique set may be completed by touch of areturn button on the avatar set screen. Further, the controller maytransmit information on the avatar technique set to the game managementserver (S1850). The game management server may store information on theavatar technique set for the player. As a result, the avatar techniqueset includes a plurality of techniques that are located at selectedpositions at the stamina bar, respectively. Accordingly, the avatar canactuate the predetermined technique in accordance with remaining amountof the stamina of the opponent player, thereby fighting a character ofthe opponent player.

On the other hand, the opponent player can fight the avatar of theplayer during a plurality of stages. In a certain embodiment, the playermay set the techniques of the avatar for each of a plurality of stagesor some of the plurality of stages. This embodiment is described withreference to FIG. 21 and FIG. 22.

FIG. 21 is a flowchart of an avatar setting process of a gaming processaccording to yet another embodiment of the present invention, and FIG.22 shows an example of an avatar setting screen displayed when a avatarsetting process shown in FIG. 21 is executed.

Referring to FIG. 21, in the avatar setting process, the controllerdisplays an avatar set screen on the display device (S2110). Referringto FIG. 22, the avatar set screen includes a stage set area 2230 as wellas an available technique area 2210 and a technique set area 2220. Thestage set area 2230 includes a plurality of stage items corresponding toa plurality of stages.

Next, the controller receives a selection of a stage to be set fromamong the plurality of stages by the input device (S2113). The playermay touch a stage item corresponding to the stage to be set from amongthe plurality of stage items. Then, the controller displays a techniqueset area 2220 corresponding to the selected stage on the display device(S2116). Next, the controller sets the avatar technique set for theselected stage (S2120 to S2140) as described in the steps S1820 toS1840. When setting of the avatar technique set for the selected stageis completed (S2145: Yes), the controller determines whether the otherstage is selected by the input device (S2145). When the other stage isselected (S2140: Yes), the controller displays a technique set area 2220corresponding to the other stage on the display device (S2116) and setsthe avatar technique set for the other stage (S2120 to S2140). When theother stage is not selected by the input device (S2145: No), thecontroller terminates the avatar set screen and returns to the mainmenu. Further, the controller may transmit information on the avatartechnique sets for all of the selected stages to the game managementserver (S2150). The game management server may store information on theavatar technique sets for the player. As a result, the techniques of theavatar can be set for each of the plurality of stages.

Example of Player-to-Player Match-up Process

FIG. 23 shows a flowchart of a player-to-player match-up process of agaming process according to another embodiment of the present invention,FIG. 24 shows an example of a submenu displayed when a player-to-playermatch-up process shown in FIG. 23 is executed, and FIG. 25 shows anexample of a player-to-player match-up screen.

Referring to FIG. 17 again, when the player-to-player match-up item isselected by the input device (S1780), the controller executes aplayer-to-player match-up process (S1790). Referring to FIG. 23, in theplayer-to-player match-up process, the controller displays a submenu forselecting an avatar on the display device (S2310). As shown in FIG. 24,the submenu includes a plurality of avatar item corresponding to aplurality of avatars. Each avatar item may include identificationinformation of a player corresponding to the avatar, and theidentification information may include at least one of an ID and a nameof the player corresponding to the avatar. Each avatar item may displaya level of the player corresponding to the avatar together with theidentification information such that the player can select the avatarhaving the similar level to the player. In addition, each avatar itemmay further include a mission, a credit value required to perform themission, and a profit provided when the mission is completed. Themission may include acquiring a predetermined number of combos orwinning a fight with the opponent player.

When the avatar is selected by the input device (S2315), the controllerdisplays a mission on the display device and reduces the credits of theplayer by the credit value required in the mission (S2320). In thiscase, the controller may transmit the reduced credits to the gamemanagement server, and the game management server may update the creditsof the player according to the reduced credits. Further, the controllerreceives information on the avatar from the game management server(S2325). The information on the avatar includes the avatar technique setof the player corresponding to the avatar. Next, the controller displaysa match-up screen on the display device as shown in FIG. 25 and startsthe player-to-player match-up (S2330). The match-up screen includes anaction button 2510 and a stamina meter 2520. The match-up screen mayfurther include a plurality of technique buttons 2530 corresponding to aplurality of techniques. The match-up screen may further include thenumber of combos to be accomplished (2540). Further, the match-up screendisplays the character 2550 corresponding to the player and the avatar2560 of the other player.

Next, the controller receives an action from the player by using theinput device (S2340). The player may input the action by touching theaction button 2510 on the display device. Each time the action button2510 is touched, the plurality of techniques are sequentially performedin the order of the sequence of techniques set in the technique set area720. Instead of touching the action button 2510, the player may directlytouch the technique button 2330 corresponding to a desired technique.

Next, the controller determines whether the attack according to thetechnique used by the user succeeds (S2350). When the attack from theuser succeeds (S2350: Yes), the controller determines whether thesuccessful attack is continuous to a previous successful attack (S2354).When the successful attack is continuous (S2354: Yes), the controllerincrements the number of combos by one (S2356). The controller displayson the display device a combo meter representing the number of combosthat are succeeded (S2358). When the continuous attack fails (S2354:No), the controller does not increment the number of combos.

Next, the controller determines whether the remaining amount of thestamina meter 2520 reaches zero (S2360). The stamina of the staminameter 2520 may decrease with the lapse of time. When the stamina of thestamina meter 2520 remains (S2360: No), the controller receives theaction from the player again (S2340). When the stamina of the staminameter 2520 reaches zero (S2360: Yes), the controller determines whetherthe mission is accomplished (S2370). That is, the controller maydetermine whether the number of combos that are succeeded is equal to orgreater than the number of combos required in the mission (S2370). Whenthe mission is accomplished, that is, the number of combos that aresucceeded is equal to or greater than the number of combos required inthe mission (S2370: Yes), the controller provides the player with theprofit of the mission (S2375). According to the profit, the controllerupdates information of the player (S2380), and ends the match-up.Further, the controller may transmit the updated information to the gamemanagement server (S2380), and the game management server may update theinformation of the player according to the updated information. When themission is not accomplished (S2370: No), the controller ends thematch-up without providing the profit and update the information of theplayer.

On the other hand, the controller controls the avatar of the opponentplayer according to the avatar setting when the player uses techniques.That is, the controller determines whether the remaining amount of thestamina of the player corresponds to any one of positions wheretechniques are set in the avatar technique set (S2390). When theremaining amount of the stamina corresponds to a certain position of theposition (S2390: Yes), the controller controls the avatar to actuate thetechnique that is set in the certain position (S2391). Next, thecontroller determines whether the attack according to the techniqueactuated by the avatar succeeds (S2392). When the attack from the avatarsucceeds (S2392: Yes), the controller determines whether the successfulattack is continuous to a previous successful attack (S2393). When thesuccessful attack is continuous (S2393: Yes), the controller incrementsthe number of combos of the avatar by one (S2394). The controllerdisplays on the display device a combo meter representing the number ofcombos that are succeeded (S2395). When the continuous attack fails(S2393: No), the controller does not increment the number of combos.

When the remaining amount of the stamina does not correspond to any ofthe position (S2390: No), the avatar actuates no technique. Further,when the match-up ends, that is, the remaining amount of the staminareaches zero (S2396: Yes), the game management server provides theavatar with the experience according to the result of the match-up(S2397). That is, the controller transmits a result of the match-up tothe game management server, and the game management server provides theavatar with the experience. For example, when the avatar defeats theplayer, succeeds to prevent the player from accomplishing the mission inthe match-up, or acquire a predetermined number of combos, the avatarmay acquire a high experience. When the avatar loses or fails to preventthe player from accomplishing the mission in the match-up, the avatarmay acquire a low experience. Next, the game management server updatesinformation on the avatar (S2398). That is, the game management serverincreases the experience of the avatar, and may increment a level of theavatar by one when the experience of the avatar increases to apredetermined value. As such, a player can set his or her own avatar toallow the avatar to fight other players. As a result, the avatar canacquire the experience such that the level of the avatar can increase.

Another Example of Avatar Setting Process

FIG. 26 is a flowchart of an avatar setting process of a gaming processaccording to yet another embodiment of the present invention, and FIG.27 shows an example of an avatar setting screen displayed when a avatarsetting process shown in FIG. 26 is executed.

Referring to FIG. 26, in an avatar setting process according to anotherembodiment, the controller displays an avatar set screen on the displaydevice (S2610). Referring to FIG. 27, the avatar set screen includes anavailable technique area 2710 and a technique set area 2720. Theavailable technique area 2710 includes a plurality of technique iconscorresponding to a plurality of techniques that can be used by theplayer.

Next, the controller receives a technique icon selected by the player bythe input device (S2620). As shown in FIG. 27, the user may touch anddrag the technique icon from the available technique area 2710, and dropthe dragged technique icon on the technique set area 2720.

Next, the controller determines whether setting techniques of an avataris completed (S2630). When setting the techniques of the avatar is notcompleted (S2630: No), the controller receives other technique icon bythe input device (S2620). When setting of the avatar technique set iscompleted (S2630: Yes), the controller stores the avatar technique setthat has been set (S2640). Setting of the avatar technique set may becompleted by touch of a return button on the avatar set screen. Further,the controller may transmit information on the avatar technique set tothe game management server (S2650). The game management server may storeinformation on the avatar technique set for the player. In this case,the avatar technique set includes a plurality of techniques, and theplurality of techniques may be randomly selected when the match-up isperformed.

On the other hand, the player may set the techniques of the avatar foreach of a plurality of stages or some of the plurality of stages asdescribed with reference to FIG. 20 and FIG. 21.

Another Example of Player-to-Player Match-up Process

FIG. 28 shows an example of a player-to-player match-up screen accordingto yet another embodiment of the present invention, and FIG. 29 shows aflowchart of a player-to-player match-up process of a gaming processaccording to yet another embodiment of the present invention.

As shown in FIG. 28, a match-up screen for a player-to-player match-upmay include an action button 2810, a stamina meter 2820 of a player, anda stamina meter 2830 of an avatar corresponding to an opponent player.In this case, the stamina of the stamina meter 2820 may be reducedaccording to damage by an attack of the opponent character, and thestamina of the stamina meter 2830 may be reduced according to damage byan attack of the player. The match-up screen may further include aplurality of technique buttons 2840 corresponding to a plurality oftechniques. The match-up screen may further include the number of combosto be accomplished (2850). Further, the match-up screen displays thecharacter 2860 corresponding to the player and the avatar 2870 of theother player.

Referring to FIG. 29, as described in steps S2310, S2315, S2320, S2325,and S2330, the controller displays a match-up screen on the displaydevice and starts the player-to-player match-up with a selected avatar(S2910, S2915, S2920, S2925, and S2930).

Next, the controller receives an action from the player by using theinput device (S2940), and determines whether the attack according to thetechnique used by the user succeeds (S2950). When the attack from theuser succeeds (S2950: Yes), the controller reduces the stamina of thestamina bar of the avatar by damage corresponding to the successfulattack (S2952). Next, the controller determines whether the successfulattack is continuous to a previous successful attack (S2954). When thesuccessful attack is continuous (S2954: Yes), the controller incrementsthe number of combos by one (S2956). The controller displays on thedisplay device a combo meter representing the number of combos that aresucceeded (S2958). When the continuous attack fails (S2954: No), thecontroller does not increment the number of combos.

Next, the controller determines whether the remaining amount of thestamina meter of the player 2820 or the stamina meter of the avatar 2830reaches zero (S2960). When the stamina of the stamina meter 2820 or 2830remains (S2960: No), the controller receives the action from the playeragain (S2940). When the stamina of the stamina meter 2820 or 2830reaches zero (S2960: Yes), the controller determines whether the missionis accomplished (S2970). When the mission is accomplished (S2970: Yes),the controller provides the player with the profit of the mission(S2975). According to the profit, the controller updates information ofthe player (S2980), and ends the match-up. Further, the controller maytransmit the updated information to the game management server (S2980),and the game management server may update the information of the playeraccording to the updated information. When the mission is notaccomplished (S2970: No), the controller ends the match-up withoutproviding the profit and update the information of the player.

On the other hand, the controller or the game management server controlsthe avatar of the opponent player according to the avatar technique setwhen the player uses techniques. In this case, the controller or thegame management server performs a technique select process (S2990). Thatis, the controller or the game management server randomly selects anyone technique from among the plurality of techniques included in theavatar technique set. The controller or the game management server mayrandomly select any one technique based on the remaining amount of thestamina meter 2620 of the player. Next, the controller controls theavatar to actuate the selected technique (S2991). The controllerdetermines whether the attack according to the technique actuated by theavatar succeeds (S2992). When the attack from the avatar succeeds(S2992: Yes), the controller determines whether the successful attack iscontinuous to a previous successful attack (S2993). When the successfulattack is continuous (S2993: Yes), the controller increments the numberof combos of the avatar by one (S2994). The controller displays on thedisplay device a combo meter representing the number of combos that aresucceeded (S2995). When the continuous attack fails (S2993: No), thecontroller does not increment the number of combos.

Further, when the match-up ends, that is, the remaining amount of thestamina meter 2820 or 2830 reaches zero (S2996: Yes), the controller orthe game management server provides the avatar with the experienceaccording to the result of the match-up (S2997). Next, the gamemanagement server updates information on the avatar (S2998).

Technique Select Process

FIG. 30 is a flowchart of a technique select process according to anembodiment of the present invention, and FIG. 31 shows an example of atechnique selection table.

Referring to FIG. 30, when the game management server receivesinformation on an avatar technique set for a certain player (S26650 ofFIG. 26), the game management server assigns a plurality of selectionprobabilities to a plurality of techniques included in the avatartechnique set (S3010). As shown in FIG. 31, the game management servermay assign higher selection probability to a technique having lowerpower (Case 1), or may assign higher selection probability to atechnique having higher power (Case 2). It is assumed in FIG. 31 thatthe plurality of techniques include technique 1, technique 2, technique3, technique 4, and technique 5 in descending order of power. Theselection probability may be mapped to a range of random numbers. Thegame management server stores mappings between the selectionprobabilities and the techniques to a memory as a technique selectiontable (S3020). The technique selection table may be included in theinformation on the avatar when the information on the avatar is providedin the game terminal (S2925 of FIG. 29).

When the technique select process is performed (S2990 of FIG. 29), thecontroller or the game management server determines whether to select ornot a technique of the avatar from among the plurality of techniquesincluded in the avatar technique set at a current time (S3030). Thecontroller or the game management server may select the technique of theavatar each time a predetermined time is lapsed. When determining toselect the technique of the avatar (S3030: Yes), the controller or thegame management server determines whether the remaining amount of thestamina meter 2820 is greater than a predetermined amount (S3040). Whenthe remaining amount of the stamina meter 2820 is not greater than thepredetermined amount (S3040: No), the controller or the game managementserver randomly selects any one technique from among the plurality oftechniques based on the case 1 of the technique selection table (S3050).When the remaining amount of the stamina meter 2820 is greater than thepredetermined amount (S3040: Yes), the controller or the game managementserver randomly selects any one technique from among the plurality oftechniques based on the case 2 of the technique selection table (S3060).On the other hand, when determining to not select the technique of theavatar (S3030: No), the controller or the game management serverdetermines waits until the predetermined time is lapsed.

As such, even though the player does not control his or her own avatar,the avatar can actuate a selected technique to fight an opponentcharacter each time the technique is selected. Accordingly, the playercan allow the avatar to fight the opponent character by selecting aplurality of techniques from among a plurality of available techniques.Further, because a technique having a relatively high power is selectedwith a high probability when the stamina of the opponent character isconsumed enough, it can be easy to turn a match-up around.

Effective Technique

Next, an effective technique determination process for determiningwhether an actuated technique is effect or not is described withreference to FIG. 32, FIG. 33, FIG. 34A, FIG. 34B, and FIG. 34C.

FIG. 32 shows an attribute of a technique used in a game control methodaccording to an embodiment of the present invention, FIG. 33 is aflowchart an effective technique determination process according to anembodiment of the present invention, and FIG. 34A, FIG. 34B and FIG. 34Cshow examples of techniques.

The controller determines whether the technique actuated by a player oran avatar succeeds or not in step S1150, S2350, S2392, S2950, or S2992of FIG. 10, FIG. 22, or FIG. 29. In this case, as shown in FIG. 32, atechnique has a hit distance, a reaction width, an action initiate time,and a power according to its type. Further, when a character actuatesthe technique, the technique is initiated after the action initiate timeis lapsed from a time when the technique is actuated. If the techniqueof the character is initiated when a distance between the character andan opponent character is within the hit distance, the techniquesucceeds. Further, when the character actuates the technique, thetechnique is initiated after the action initiate time is lapsed from atime when the technique is actuated. When the actuated techniquesucceeds, the opponent character reacts by the reaction width and isdamaged by the power of actuated technique.

Referring to FIG. 33, when a technique of a character is actuated by aninput device (S3310), a controller determines whether an action initiatetime of the technique is lapsed (S3320). When the action initiate timeof the technique is lapsed (S3320: Yes), the controller determineswhether a distance between the character and an opponent character iswithin a hit distance of the technique (S3330). When the distancebetween the character and the opponent character is within the hitdistance of the technique (S3330: Yes), the controller determines thatthe technique succeeds (S3340). Further, the controller displays animage that the opponent character steps back by a reaction width of thetechnique (S3350). The controller reduces stamina of the opponentcharacter by a damage corresponding to a power of the technique (S3360).If the stamina is reduced with the lapse of time, the step S3360 may beomitted.

Referring to FIG. 34A, FIG. 34B, and FIG. 34C, a technique iconcorresponding to each technique may include an image for indicating atype of the technique and an indicator (time) for indicating an actioninitiate time of the technique.

When the type of the technique is an attack technique, the techniqueicon may further include an indicator (power) for indicating a power ofthe technique as shown in FIG. 34A. Further, the technique icon may bean icon for indicating any one of a first for a first attack or an elbowattack, a body for a body attack, a shoulder attack, or a grapplingattack, a leg for a leg attack, and/or a head for a head attack. FIG.34B shows that the type of the technique is a guard technique forblocking the attack from the opponent character, and FIG. 34C shows thatthe type of the technique is a backstep technique for avoiding theattack from the opponent character. In this case, the power of thetechnique may be increased according to a level of the player.

In some embodiments, a game application may provide a social networkservice for allowing a player to join a team.

Embodiments of the present invention can also be embodied as a computerreadable program on a computer-readable recording medium. The computerreadable recording medium is any data storage device that can store datathat can be read thereafter by a computer. Examples of the computerreadable recording medium include ROMs, RAMs, CD-ROMs, magnetic tapes,floppy disks, and optical data storage devices. The computer readablerecording medium can also be distributed over a network coupled computersystem so that the computer readable code is stored and executed in adistributed fashion.

While this invention has been described in connection with what ispresently considered to be practical embodiments, it is to be understoodthat the invention is not limited to the disclosed embodiments, but, onthe contrary, is intended to cover various modifications and equivalentarrangements included within the spirit and scope of the appendedclaims.

What is claimed is:
 1. A method of controlling a fighting game by acontroller of a game terminal including the controller and a touchscreen panel, the method comprising: receiving a selection of any onefrom among a plurality of avatars through the touch screen panel, theplurality of avatars corresponding to a plurality of other players;receiving, from a game management server, information on an avatartechnique set including a plurality of technique that is set by otherplayer corresponding to the selected avatar; starting a match-up betweena character corresponding to a player of the game terminal and theselected avatar; repeatedly performing a process comprising selectingany one technique from among the plurality of techniques included in theavatar technique set, and actuating the selected technique on thecharacter.
 2. The method of claim 1, wherein selecting any one techniqueincluding randomly selecting any one technique based on selectionprobabilities that are assigned to the plurality of techniquesrespectively.
 3. The method of claim 1, wherein the process furthercomprising: determining whether the actuated technique succeeds; andreducing stamina of the character corresponding to the player when theactuated technique succeeds.
 4. The method of claim 3, wherein each ofthe plurality of techniques has a power for determining a reducingamount of the stamina, wherein selecting any one technique includesrandomly selecting any one technique based on selection probabilitiescorresponding to the plurality of techniques, and wherein a selectionprobability of a first technique having a first power is higher than aselection probability of a second technique having a second power higherthan the first power when a remaining amount of the stamina is less thana predetermined amount, and wherein a selection probability of the firsttechnique is lower than a selection probability of the second techniquewhen the remaining amount of the stamina is greater than thepredetermined amount.
 5. The method of claim 3, wherein each of theplurality of techniques has a hit distance and an action initiate time,and wherein the process further comprises determining that the actuatedtechnique succeeds if a distance between the character and the avatar iswithin the hit distance when the action initiate time is lapsed from atime when the selected technique is actuated.
 6. The method of claim 3,further comprising: reducing stamina with lapse of time; and ending thematch-up when the stamina reaches zero, wherein the plurality oftechniques correspond to a plurality of remaining amounts of thestamina, and selecting any one technique including selecting a techniquecorresponding to a remaining amount of the stamina from among theplurality of techniques.
 7. The method claim 1, further comprisingproviding a result of the match-up to the game management server.
 8. Themethod claim 1, further comprising: receiving information on a techniqueset including a plurality of techniques through the touch screen panel;starting a match-up between the character and a second character; andrepeatedly performing a second process comprising receiving a touch on apredetermined area of the touch screen panel, selecting any onetechnique from among the plurality of techniques included in thetechnique set in response to the touch, and actuating the selectedtechnique on the second character.
 9. The method of claim 8, wherein theplurality of techniques are arranged in sequence in the technique set,and the plurality of techniques included in the technique set areselected in sequence when any one technique is selected from among theplurality of techniques in the technique set.
 10. The method of claim 8,further comprising: receiving a selection of a mission to beaccomplished in the match-up between the character and the secondcharacter; and providing the player with a profit when the selectedmission is accomplished.
 11. The method of claim 8, wherein the selectedmission includes a predetermined number of combos, and wherein thesecond process further comprises: determining whether the actuatedtechnique succeeds; determining whether the actuated technique iscontinuous to a previous successful technique when the actuatedtechnique succeeds; and incrementing a number of combos by one when theactuated technique is continuous to the previous successful technique,wherein the method further comprises: determining that the selectedmission is accomplished when the number of combos is equal to or greaterthan the predetermined number when the match-up between the characterand the second character ends.
 12. A method of controlling a fightinggame by a game management server, the method comprising: receiving, fromeach of a plurality of other players, information on an avatarcorresponding to each of a plurality of other players; receiving aselection of any one from among a plurality of avatars corresponding tothe plurality of other players from a game terminal; and transmitting,to the game terminal, information to an avatar technique set including aplurality of technique that is set by other player corresponding to theselected avatar, wherein, when a match-up between a charactercorresponding to a player of the game terminal and the selected avataris started, an operation in which any one technique selected from amongthe plurality of techniques included in the avatar technique set and isactuated on the character is repeated.
 13. The method of claim 12,wherein any one technique is randomly selected based on selectionprobabilities that are assigned to the plurality of techniquesrespectively.
 14. The method of claim 12, wherein stamina of thecharacter corresponding to the player is reduced when the actuatedtechnique succeeds.
 15. The method of claim 14, wherein each of theplurality of techniques has a power for determining a reducing amount ofthe stamina, wherein any one technique is randomly selected based onselection probabilities corresponding to the plurality of techniques,and wherein a selection probability of a first technique having a firstpower is higher than a selection probability of a second techniquehaving a second power higher than the first power when a remainingamount of the stamina is less than a predetermined amount, and wherein aselection probability of the first technique is lower than a selectionprobability of the second technique when the remaining amount of thestamina is greater than the predetermined amount.
 16. The method ofclaim 14, wherein each of the plurality of techniques has a hit distanceand an action initiate time, and wherein the actuated technique succeedsif a distance between the character and the avatar is within the hitdistance when the action initiate time is lapsed from a time when theselected technique is actuated.
 17. The method of claim 14, whereinstamina is reduced with lapse of time and the match-up ends when thestamina reaches zero, and wherein the plurality of techniques correspondto a plurality of remaining amounts of the stamina, and any onetechnique corresponding to a remaining amount of the stamina is selectedfrom among the plurality of techniques.
 18. The method of claim 12,further comprising providing the selected avatar with an experienceaccording to a result of the match-up.
 19. A computer readable recordingmedium having recorded thereon a program executable by a computer forperforming the method of claim
 1. 20. A computer readable recordingmedium having recorded thereon a program executable by a computer forperforming the method of claim 12.